L L4D2node

CCollisionProperty::CreatePartitionHandle

0x0042b310 · 53 bytes · __thiscall

_ZN18CCollisionProperty21CreatePartitionHandleEv

Decompiled

undefined (1 param)

/* CCollisionProperty::CreatePartitionHandle() */

void __thiscall CCollisionProperty::CreatePartitionHandle(CCollisionProperty *this)

{
  code *pcVar1;
  undefined2 uVar2;
  undefined4 uVar3;
  
  pcVar1 = *(code **)(*partition + 8);
  uVar3 = (*(code *)**(undefined4 **)this)(this);
  uVar2 = (*pcVar1)(partition,uVar3);
  *(undefined2 *)(this + 0x28) = uVar2;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)